/Engine/Source/Runtime/Engine/Classes/GameFramework/SaveGame.h
Synchronously loads a save game object in the specified slot for the local player, stalling the main thread until it completes. This will return null for invalid parameters, but will create a new instance if the parameters are valid but loading fails.
static [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) * LoadOrCreateSaveGameForLocalPlayer ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ULocalPlayerSaveGame](API\Runtime\Engine\GameFramework\ULocalPlayerSaveGame) > SaveGameClass, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * LocalPlayerController, const [FString](API\Runtime\Core\Containers\FString) & SlotName )